Professional Documents
Culture Documents
This booklet contains the player characters used in the THE CHARACTER SHEETS
Champions Begins adventure. There are five versions of
each character: one for each chapter of the tutorial. The Character Sheets are explained best in the Player
Starting out the book has Character Cards for the GM Book, showing the different sections, characteristics, and
to hand out first, showing each character’s image and color coded portions of the sheet.
basic information. These sheets are a very stripped down, simplified, easy
to use version of a Champions Character. They are de-
signed not for full regular play, but to learn the system
THE CHARACTER CARDS with each step of the rules introduced along the way.
As the chapters advance, the sheets change slightly to
Each character has a card with images showing that show more and more information, but even the final
character as a male or female version. The cards contain chapter version isn’t a full Champions Character Sheet,
basic information on each character’s role and back- because the background, personality, and complications
ground, plus a writeup on their basic abilities. This gives of the character is up to the player and largely irrelevant
the players what they need to know to choose who they to this beginning adventure.
will play in this adventure, from a roster of ten choices. Also not shown is the guts of the character builds. No
Included with each character card is a difficulty rating point values are given, no modifiers for the powers are
of 1 to 4, to help decide. listed. All that is given is what the characters are and
can do without any of the sausage making shown.
: This character is simple, with a very limited range If the GM wishes to see the actual characters and how
of abilities and straight forward play. Excellent for begin- they are built, the Hero Designer files are available for
ners of Role Playing Games or those unfamiliar with com- free on the Hero Games website download section.
ic book play.
EACH CHAPTER
: This character is simple to play, but has op- Its best if the Players only get the sheets for the chap-
tions that require decision making and some understand- ters they are in, so that they don’t get confused or lose
ing of superheroes and gaming. Good for someone who track of who they are playing. When a new chapter be-
has played some RPGs but not necessarily Champions. gins, collect the old Character Sheets, and hand out the
new versions. The new versions have all the same info as
: A slightly complicated character with multi- the old, with just a bit more so they aren’t losing any-
ple abilities and special maneuvers. Good for someone thing in the process.
skilled in RPGs and familiar with superheroes. Not great Between the Character Cards and Character Sheets,
for beginners or players who dislike making quick choic- every player should easily be able to choose, understand,
es. and play their chosen character with an exciting set of
powers and abilities, and a snazzy costumed hero to im-
: A complicated character with many agine.
choices and special abilities which would be challenging Both the Character Cards and Character Sheets have
for a beginner. Best for experienced players and those been designed to be easy to print out and divide up into
comfortable with superhero gaming and decision making. two characters per page. If you can, printing the Char-
acter Cards onto heavier stock makes them easier to
With these Character Cards, players should be able to handle and retain, for repeated, longer term use.
decide who they want to play for the duration of this ad- Each Player Character has a number next to their
venture, and choose a male or female version of that name; this designates what chapter that PC is from. For
character. The personality and style of the characters is
left largely up to the player, although background is pro-
vided to help with role playing if desired.
Once a character has been chosen, that player should
retain their character card, and then be given their first
chapter Character Sheet for that character.
Players should not feel they are restricted to only this
one character in playing Champions, these PCs are de-
example, the Chapter Two version of Lionheart:
signed only for use in this adventure. Once Champions
This can help tell different versions of each character
Begins is complete, the players can then make their own
apart; all are listed in alphabetical order, by chapter.
character — or if they wish, keep this character and get
a full character sheet for play to use for themselves.
APEX
DIFFICULTY:
TYPE: Brick
ROLE: Melee Combat
BACKGROUND: Born an apparently normal person, Apex soon displayed unusual ath-
letic ability and strength that developed rapidly through their teens. By their 20s, Apex
was clearly superhuman, but kept their abilities carefully hidden and tried to live an ordi-
nary life as a painter and sculptor. During a gallery exhibition, Apex saved the life of a
wealthy patron of the arts from a team of art thieves when one tried to gun down the
patron. Although no one else saw or recorded what had exactly taken place, the patron
knew Apex was clearly more than human, and contacted them soon after to blackmail
Apex. The demand was simple: be the patron’s bodyguard and assistant or be exposed
for a mutant and ruin their private life.
Apex, reluctant to become a celebrity or lose their low profile, agreed to go along with
the wealthy patron’s demand, and spent most of their day at the patron’s home or follow-
ing them on the road as they speculated on art and collectibles. The patron soon crafted
a costume and secret identity name for Apex which they wore while working.
Within a few years, Apex had also saved the lives of several others and stopped multi-
ple crimes nearby where the patron lived and traveled, and began to be known as a force
for justice and protection of the innocent. The patron soon realized that this idea had
grown out of their control and released Apex from their deal apologizing for how he had
treated Apex.
Now Apex fights crime and embraces the life of a superhero and high profile celebrity
while working a quiet, anonymous life as a modestly successful artist living in The City.
When not in their costume, Apex is very plain and boring, wearing dull, baggy clothes
and no makeup, often with a hoodie and other devices to cover themselves up. Apex has
perfect makeup and hair and is very prominent and charismatic.
ABILITIES: Apex has tremendous strength, able to lift 25 tons with effort
(enough to press a fully loaded firetruck or a gray whale). Also extremely durable,
Apex can shrug off small arms fire with little notice and ignores most environmen-
tal hazards like fire or extreme cold.
Apex is able to fly, at a maximum speed of 112 kph (or around 70 mph). In ex-
tremely good shape, Apex is the equivalent of an Olympic level track and field star
and gymnast with the reaction time of a trained martial artist.
Apex also recovers very rapidly, requiring only seconds to be ready for a fight.
Apex also is trained as an artist and can work in multiple media such as paint,
charcoal, ink, clay, plastic, metal, and makeup.
ABILITIES: Avenger is a street level crime fighter who wears a special armored costume
and fights with a strong, small shield.
The armored costume has a special visor that enhances Avenger’s senses, and built into
the costume is a glider array under the arms. This allows Avenger to move safely from
place to place off high buildings and fall without harm.
The armored costume protects Avenger from most attacks, and is distinctively designed
to immediately be identified as a hero.
Avenger is very skilled in martial arts, having trained in the use of the small shield in Oki-
nawa.
Avenger is as fast, strong, and agile as an Olympic athlete in every sport, with incredible
reaction time.
Avenger also is a skilled investigator, working as a private investigator for over a decade
in The City. Trained in stealth and tactics in the Navy SEALS, Avenger is a very capable
and intimidating fighter.
TL;DR version: martial artist with a shield and armored costume that can act as a glider
DR NOPE
DIFFICULTY:
TYPE: Agile Light Fighter
ROLE: Melee combat
BACKGROUND: Dr Nope was born with their powers, able to leap several meters even before
they could walk. As an infant, Dr Nope could crawl up walls. Learning to disguise their abili-
ties after several moves to different places, Dr Nope grew up to be a podcaster. They do a
popular podcast once a week, plus bonus episodes for special events, about the City.
Dr Nope’s travels through the city making their podcast led them to some dark, dangerous
places, where their powers were occasionally of great use. But after a series on children being
exploited by criminals, Dr Nope had seen too much to stand by and document events.
Sewing together a simple costume, Dr Nope began hunting down and capturing some of
these criminals, building a case against them that the police could then use to put them away.
Dr Nope’s costume over time became more sophisticated and durable, and now is a sleek,
easily recognized uniform of a superhero. Dr Nope as a civilian documents the good and the
bad of the city, and as a hero attacks the bad to fight it where the police cannot reach or are
prevented by the system from acting effectively.
ABILITIES: Dr Nope is extremely agile and swift, far beyond any human ability.
Able to leap 16 meters (over 100 feet), cling to walls like a spider, and generate a
powerful toxic blast with a punch, Dr Nope is at home in the urban canyons of The
City.
Dr Nope is reasonably tough as well, able to shrug off a knife cut or even a .22
caliber bullet. Because of their metabolism, Dr Nope heals rapidly and recovers
quickly from being harmed or tired.
Extremely acrobatic, Dr Nope puts the most well-trained kung fu artist or gymnast
to shame.
Dr Nope can press 1600kg (around 4000 lbs); a dodge Charger or White Rhino
over their head.
TL;DR Version: Fast, agile, climbs walls, venom punch, 360-degree vision
LIONHEART
DIFFICULTY:
TYPE: Martial Artist
ROLE: Melee combat
BACKGROUND: Lionheart looked like an ordinary person until
they got into a scrap in college with a drunken driver who ran
into them, knocking them off their bike. Growing slightly,
sprouting fur, ears, and claws, Lionheart terrified the driver
who barely remembered what had happened the next morn-
ing.
Lionheart was frightened as well, were they a were-cat?
Eventually, they gained control over their ability to shift forms,
learning that they were a mutant with an unusual ability. Not
long after this, Lioneheart began hunting the streets.
Lionheart over the years has trained diligently with martial
arts, learning sevearl different styles to blend together into
something unique involving their natural abilities and especially
claws.
A calm and normal enough appearing person, Lionheart in
their ordinary life is an IT tech who works as a consultant, vis-
iting businesses to help with complex computer and network
problems. Skilled with information technologies, Lionheart
also sees a great deal of different kinds of business life and
gets tips on crimes and shifty activity while moving between
businesses.
In their lion form, Lionheart fights not just street crime, but
business crime and complex financial corruption.
ABILITIES: Lionheart is very tough, able to shrug off a knife cut or even a pistol round.
Also very strong, Lionheart can lift 800kg (around 1750 lbs), strong enough to lift a compact
car over their head.
Like their cat appearance suggests, Lionheart is able to move very stealthily and stalk a tar-
get, and is incredibly agile and athletic.
Lionheart’s claws can tear through steel and armor, and combined with martial arts makes
them a deadly foe.
Lionheart is also extremely intimidating and impressive, able to frighten even the most
hardened criminals.
Lionheart is also able to see in the dark like a cat and has incredibly keen senses. Com-
bined with their stealth, few can escape Lionheart.
ABILITIES: Momentum is able to run fast. Very, very fast. Flat out, at top
speed, Momentum can run 187 kph (or around 116mph) which, while not
lightspeed, is fast enough to easily pass traffic on the freeway or cross a
football field in 2 seconds.
In addition, Momentum’s reaction time, agility, and speed of thought is
incredibly fast, more than three times as fast as the quickest human.
Because of their mutant nature, Momentum is able to heal very rapidly as
well, healing in minutes what takes months to heal for an ordinary person.
Momentum recovers very rapidly from fatigue or injury
Momentum also can run so fast that they can maintain their speed and
move along surfaces such as walls or ceilings, as long as they keep up their
speed. Momentum’s immense agility and reaction time makes it extremely
difficult to get any kind of solid hit on them if they are aware of the attack.
Momentum is also very skilled in personal interaction, particularly in upper
crust, high wealth situations due to a lifetime of being raised in this environ-
ment.
TL;DR Version: Runs fast, tough to hit or hurt, can run on walls.
SPELLBINDER
DIFFICULTY:
TYPE: Blaster, Support
ROLE: Ranged Combat
BACKGROUND:The City’s college was doing Earthquake proofing of the library and was
closed off to students and faculty. But Spellbinder needed research materials available only in
print in the archives, so they snuck into the construction at night. The archives were not being
affected by rebuilding but in the maze of reinforcement and construction materials, and lacking
the shelving, Spellbinder got a bit lost.
Trying to find their way around, Spellbinder stumbled on a section that was partly walled off
and discovered a doorway behind a dislodged shelf. In there, Spellbinder found an ancient,
forgotten library of old tomes and mystical lore which immediately grabbed their academic curi-
osity. Within these tomes were the secrets of magic, not just the stage magic Spellbinder had
learned in their youth, but actual spellcasting real magic.
Astounded by this new discovery, Spellbinder spent the following weeks carefully removing all
the pertinent books and non mundane materials from the hidden library section to their apart-
ment. There, Spellbinder practiced and studied and learned and grew in skill rapidly. Their
brilliant, curious mind and orderly, disciplined personality was well-fitted to learning magic.
Soon, Spellbinder was contacted by the ancient society whose magical tomes those originally
were, and with some negotiating, joined their order. It seems that The Mystical Cabal had been
using their magical abilities to fight against corruption and evil for centuries, and when one of
their members retired, she had donated the books to the college, which stuck them into an old
works section and forgot about them across several renovations.
Spellbinder agreed with their methods and ideas, but decided that it would be good for the
world to see a public face of magic protecting the helpless and fighting evil. Despite opposition
from the Cabal, Spellbinder began a career as a more public figure, particularly focusing on
magical foes and monsters, but also any major evil that the regular authorities could not handle.
Meanwhile Spellbinder continues their work now as a research professor and scholar at The
City College.
ABILITIES: Gifted in the magical arts, Spellbinder can cast spells and manipulate mystical power for a variety of effects.
This allows Spellbinder to hover about, teleport from place to place, create powerful magical attacks, protect themselves
from harm, and so on.
Spellbinder is very intelligent, with a quick, accurate, and disciplined mind. They are very experienced and trained in re-
search and study, speak several languages, and even can use ordinary mundane stage magic and sleight of hand.
Very strong-willed and trained in mystical protection, Spellbinder’s mind is difficult to attack. They are fairly agile and
healthy, as standard Mystical Cabal training requires.
TL;DR Version: Use magic to blast and protect, teleport, and hover.
STARBLAZE
DIFFICULTY:
TYPE: Blaster
ROLE: Ranged Combat
BACKGROUND: Graduating from The City College with a degree in nurs-
ing and medicine, Starblaze just wanted to help people and do good.
One particularly odd patient was dying, and one session had thugs come
in the room and seize Starblaze, taking them in a van to a warehouse
where an odd lab was set up.
Starblaze was strapped into a machine and told that they were going to
be used to keep the patient alive, through weird technology that a criminal
organization called “VIPER” had developed.
The patient was hooked up into another machine and despite their
struggles, Starblaze was unable to escape.
Then something incredible happened. As the machine was turned on
and Starblaze could feel their life energy draining away, a meteor tore
through the roof and crashed into the main central machinery — a meteor
crackling with cosmic energy that exploded. Starblaze, shielded by the
machinery was largely unharmed, but all the others in the warehouse
were blown to pieces.
Starblaze, now glowing with cosmic energy, discovered that not only
were they now healthy, but could fly, and project energy in a variety of
ways. VIPER sent agents to investigate, and Starblaze had to fight them
off. Determined to end this evil group, Starblaze began to fight them
wherever they showed, and in the process, fight all manner of crime and
dangers that the local authorities could not handle.
Donning a special costume, Starblaze is a familiar sight in The City now,
fighting crime.
TL;DR Version: Armored crime fighter with martial arts and gadgets
TROOPER
DIFFICULTY:
TYPE: Blaster
ROLE: Ranged Combat
BACKGROUND: It was always Trooper’s brother who was the gifted one. MIT at age
12, a job designing cutting edge weapons systems at 18, and considered one of the
brightest minds of his generation.
When that brother was struck down by a stray blast from a supervillain named
“Pulsar” demonstrating his power to awe a crowd, all of those dreams were was ruined
and the brother was paralyzed from the neck down.
Trooper was always protective of that gifted sibling, and the rage Trooper felt drove
them to attack Pulsar, who laughed and backhanded Trooper through a wall.
It took months of therapy and years of training for Trooper to walk again and still the
fury at that villain’s cruelty never left them. Later, the villain named Pulstar was killed in
an explosion they caused, but Trooper’s cold anger never faded. Too long people had
lived in fear of these super powered villains.
Trooper’s brother revealed something to their sibling: an idea, a schematic. With time
and enough materials, the brother was sure that he could build a suit that would make
Trooper the equal, or more than the equal of any Pulstar. A suit based on an idea the
military had rejected as far too expensive and not feasible for regular deployment.
So the Trooper armor system was born, and while their brother worked with a 3d
printer and a special voice rig, Trooper studied, practiced, trained, and worked out to be
ready. Now, known only as a mild mannered clerk at City Hall, Trooper fights crime
every night, protecting The City from criminals like the one that crippled their brother.
ABILITIES: Trooper is a skilled clerk and good with business, bureaucracies, and
dealing with people. They also are well trained in communication systems.
The Trooper Armor is a very protective shell that provides defense against nearly
any attack, enhanced senses, and weapons systems.
Trooper is able to fly up to 82 kph (around 50 mph) and runs quite fast as well.
The armor does not enhance any physical characteristics, but can connect to any
radio or Bluetooth system and allows Infrared vision.
Trooper can fire Pulse Bolts of electrical power and has dual packs of 4 explosive
rockets each on the back.
Trooper without the armor is in very good physical condition and quite bright,
although not as smart as their brother. Able to press up to 400kg (about 880 lbs),
Trooper also is highly skilled in combat. The weapon systems in the Trooper Armor
lock onto targets for the Pulse Bolts as well.
STRENGTH 50 18-
DCV 5 ABILITIES
PHYSICAL
30
NAME EFFECT/ROLL
DEFENSE
ENERGY
DEFENSE 30
SPEED 4
STUN 42
DCV 6 ABILITIES
PHYSICAL
14
NAME EFFECT/ROLL
DEFENSE
ENERGY Cowl Infrared Vision, 2-way Radio
DEFENSE 11
SPEED 5
STUN 38
APEX is a very simple, basic character, great for people with no experience in playing Role Playing Games at all. Hit, fly,
take a hit, about as basic as it gets. Lacking range, Apex has to move in close, and while not as fast as some of the other
characters, can move pretty well. Apex’ main bonus is being very, very difficult to harm.
AVENGER
Cowl: In Avenger’s mask is Infrared Lenses allowing them to see heat signatures, and a radio array that lets them listen to
radio or internet broadcasts and transmit over radio or Bluetooth.
Glide: Built into Avenger’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While
in the air, Avenger must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain alti-
tude, only fall safely and move forward up to 12m per phase.
Punch: Avenger can punch for 4d6 normal physical damage in hand-to-hand combat.
Shield Bash: Using a shield, Avenger can bash much harder, dealing 8d6 hand-to-hand damage
Shield Block: Any attack Avenger is aware of, they can try to block with the shield for +3 DCV (9 total)
Throw Shield: Each phase, Avenger can throw their shield to bounce off someone and come back to them, dealing 5d6
normal PD ranged damage.
AVENGER is tough and hard to hit, especially if aware of an attack. They have decent ranged and good hand-to-hand dam-
age, and are pretty mobile with the gliding and quick run.
1 MANEUVER TIME OCV EFFECT
Dr NOPE Punch ½ 17- 6d6 PD melee damage
Toxic Punch ½ 17- 5d6 NND melee damage
CHARACTERISTIC SCORE ROLL
STRENGTH 30 15-
DCV 8 ABILITIES
PHYSICAL
14
NAME EFFECT/ROLL
DEFENSE
ENERGY Spider Climb Cling to walls
DEFENSE 14
Spider Senses 360 degree vision
SPEED 6
STUN 30
STRENGTH 25 14-
DCV 5 ABILITIES
PHYSICAL
24
NAME EFFECT/ROLL
DEFENSE
ENERGY Cat’s Eyes Night Vision
DEFENSE 24
SPEED 5
STUN 40
Very quick and agile, DR NOPE has no weblines to swing from, but is a leaping spider, able to bound huge distances and hit
quite hard. The Toxic Punch does not deal large damage, but ignores defenses, useful later against tougher foes.
LIONHEART
Cat’s Eyes: Like a cat, Lionheart can see comfortably in anything but absolute darkness.
Claws: Lionheart can also use their claws for much more damage, 8d6 physical hand-to-hand combat. In future chapters,
these claws become significantly more deadly.
Punch: Lionheart can punch for 5d6 normal physical damage in hand-to-hand combat. In future chapters, Lionheart will
have a variety of martial arts moves they can do.
LIONHEART is a pretty stripped down cat at this point, but still can hit hard, is fairly mobile, and can take a significant
amount of damage. Lionheart has no ranged attacks, but moves quick and is very effective in hand to hand.
1 MANEUVER TIME OCV EFFECT
MOMENTUM Punch ½ 17- 3d6 PD melee damage
Speed Punch ½ 17- 7d6 PD melee damage
CHARACTERISTIC SCORE ROLL
STRENGTH 15 12-
DCV 8 ABILITIES
PHYSICAL
16
NAME EFFECT/ROLL
DEFENSE
ENERGY Run On walls With at least a half move, can run on any surface
DEFENSE 16
SPEED 7
STUN 28
STRENGTH 10
DCV 4 ABILITIES
PHYSICAL
7
NAME EFFECT/ROLL
DEFENSE
ENERGY Crimson Shield +10 PD, ED vs attacks Spellbinder is aware of
DEFENSE 10
SPEED 4
STUN 25
PERCEPTION ROLL:
MOMENTUM
Punch: Momentum can hit for normal 3d6 physical damage, in hand-to-hand combat.
Run on Walls: As long as they make at least a half move that phase, Momentum can run on any solid surface (not water,
but ceilings, walls, etc).
Speed Punch: By moving very rapidly, Momentum can hit even harder, for 6d6 physical hand-to-hand damage.
MOMENTUM moves very rapidly, acting faster than any other Player Character choice. Momentum is extremely mobile and
can avoid almost any attack with ease, but cannot take a very serious hit if they do not. Although Momentum does not hit
as hard as some other characters, they hit very often, sometimes twice as fast as any other character.
SPELLBINDER
Crimson Shield: Against any attack that Spellbinder is aware of, they gain an extra +10 PD and +10 ED
Hover: Spellbinder can fly up to 5m per phase effortlessly.
Lightning Bolt: A magical spell which deals 9d6 energy damage at range, and is extremely accurate.
Punch: Spellbinder can punch for 4d6 normal physical damage in hand-to-hand combat.
Teleport: Spellbinder can magically disappear, reappearing instantly in another location, up to 20m distant. This must be a
spot that Spellbinder can see, or knows very well (like the inside of their car).
SPELLBINDER’S magic is fairly limited in this chapter, but is very difficult to avoid. With the Crimson Shield, they are diffi-
cult to harm but must be careful to be aware of attacks. Very mobile, Spellbinder can both fly and teleport with their
magic but is not quite as quick as some other characters.
1 MANEUVER TIME OCV EFFECT
STARBLAZE Punch ½ 17- 2d6 PD melee damage
Star Blast ½ 17- 9d6 ED ranged damage
CHARACTERISTIC SCORE ROLL
STRENGTH 10 11-
DCV 6 ABILITIES
PHYSICAL
18
NAME EFFECT/ROLL
DEFENSE
ENERGY Star Sight Infrared and Ultraviolet vision
DEFENSE 27
SPEED 5
STUN 28
STREET
1 MANEUVER TIME OCV EFFECT
KNIGHT Punch
Martial Arts
½
½
17-
17-
4d6 PD melee damage (6d6 w/staff)
6d6 PD melee damage (d6 w/staff)
CHARACTERISTIC SCORE ROLL
STRENGTH 20 13-
DCV 6 ABILITIES
PHYSICAL
17
NAME EFFECT/ROLL
DEFENSE
ENERGY Visor Night Vision
DEFENSE 15
Grapnel Gun Swing from objects at up to 20m velocity
SPEED 5
Staff Deals +2d6 PD melee damage
STUN 35
STARBLAZE is pretty quick and mobile, with powerful ranged blasts and solid defenses. Not strong in melee combat, Star-
blaze relies on staying at range.
STREET KNIGHT
Punch: Street Knight can punch for 4d6 normal physical damage in hand-to-hand combat.
Martial Arts: Using martial arts, Street Knight can hit for 8d6 hand-to-hand damage. In future chapters this martial arts
ability becomes more flexible and powerful.
Glide: Built into Street Knight’s costume is a glider array, allowing them to not exactly fly, but safely descend and move.
While in the air, Street Knight must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used
to gain altitude, only fall safely and move forward up to 12m per phase.
Grapnel Gun: Street Knight can use a grapnel gun to attach a line to any surface and swing from it at great speed, moving
up to 20m per phase. The grapnel can reel Street Knight up to the point of attachment at 10m per phase.
Visor: Lenses built into Street Knight’s visor grant clear vision in all but total darkness
Staff: Street Knight fights with a collapsible polymer staff that adds 2d6 PD damage to their attacks when used.
STREET KNIGHT is skilled in melee combat, but has no real ranged fighting ability. With the Grapnel Gun, Street Knight can
swing rapidly from place to place, given any high point to hook on to (such as a steeple or a the top of a tall pole.
1 MANEUVER TIME OCV EFFECT
TROOPER Punch ½ 17- 4d6 PD melee damage
Pulse Bolts ½ 17- 9d6 ED ranged damage
CHARACTERISTIC SCORE ROLL
STRENGTH 20 13-
DCV 5 ABILITIES
PHYSICAL
20
NAME EFFECT/ROLL
DEFENSE
ENERGY Helmet Infrared Vision
DEFENSE 20
SPEED 4
STUN 30
STRENGTH 30 15-
DCV 4 ABILITIES
PHYSICAL
25
NAME EFFECT/ROLL
DEFENSE
ENERGY Hammer Repair Fix small objects instantly
DEFENSE 30*
Fire Resistant +10 ED vs Fire Only, immune to high temperature extremes *
SPEED 4
STUN 40
TROOPER’S armor makes them very capable in combat, but not quite as quick as some of the other characters. Trooper
can take a fairly decent hit, but are not very strong in melee combat.
VULCAN
Hammer: Wielding the smithing hammer, Vulcan hits much harder, for 10d6 normal physical damage in hand to hand.
Hammer Repair: Using their hammer, Vulcan can repair anything smaller than a minivan, with a few blows. As long as
the object is not utterly destroyed, Vulcan can fix it.
Fire Resistant: Vulcan is unharmed by extremes of heat, and has +10 ED, only vs fire and heat damage for a total of 40
Energy Defense.
Flame Gout: Vulcan can cause their hammer to gush with forge fires, dealing 6d6 normal energy damage at short range,
up to 10m distant.
Punch: Vulcan is very strong and can punch for 6d6 normal physical damage in hand-to-hand combat.
VULCAN is a fairly simple build, with a hammer that hits very hard and a very tough nature, especially against fire. Howev-
er, Vulcan is able to fix anything as long as it has not been destroyed, with just a tap of their magic hammer, which is a
constructive and unique Superhero power. However, Vulcan is not very mobile and makes up for that with the Flame
Gout power.
MANEUVER TIME OCV EFFECT
APEX
2
Punch ½ 16- 10d6 PD melee damage
STR 50 18-
DEX 19 13-
ACT ON CIRCLED NUMBERS
CON 25 14- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 5 ABILITIES
PD 30 NAME EFFECT/ROLL
ED 30 Charm 11-
PERCEPTION
11-
ROLL:
DCV 6 ABILITIES
PD 12 NAME EFFECT/ROLL NAME EFFECT/ROLL
APEX is tough and strong, but the character is also a very charming individual who works well with others, and can learn
things when others might not be able to.
AVENGER
Cowl: In Avenger’s mask is Infrared Lenses allowing them to see heat signatures, and a radio array that lets them listen to
radio or internet broadcasts and transmit over radio or Bluetooth.
Glide: Built into Avenger’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While
in the air, Avenger must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain alti-
tude, only fall safely and move forward up to 12m per phase.
Punch: Avenger can punch for 4d6 normal physical damage in hand-to-hand combat.
Shield Bash: Using a shield, Avenger can bash much harder, dealing 8d6 hand-to-hand damage.
Shield Block: Any attack Avenger is aware of, they can try to block with the shield for +3 DCV (9 total).
Throw Shield: Each phase, Avenger can throw their shield to bounce off someone and come back to them, dealing 5d6
normal PD ranged damage.
Acrobatics: With a roll, Avenger can perform flips, jumps, and rolls like a circus acrobat. This lets Avenger do spectacular
feats like leap from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind someone,
and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll,
avenger takes half damage from falls.
Area Knowledge (AK) Home City: Avenger knows The City so well they can tell where to go and how to get there.
Climbing: Avenger can scale challenging walls, trees, and other surfaces.
Lockpicking: The skill to open locks without a proper key or code.
Oratory: The skill to make stirring, effective speeches to sway a crowd or communicate effectively to them.
Paramedics: Avenger is skilled at first aid and first response critical medical treatments in the field.
Professional Skill (PS) Private Detective: Avenger is a private investigator and is skilled in surveillance, fact-finding,
investigation, gathering evidence, and preparing a profile on a target.
Streetwise: Avenger has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and
where to go in the seamier side of civilization.
AVENGER has a great deal of skill in detective work and street skills, useful for gathering information. Also, the character is
very agile and acrobatic, which can be used for spectacular maneuvers and death-defying stunts.
MANEUVER TIME OCV EFFECT
DR NOPE
2
Punch ½ 17- 6d6 PD melee attack
Toxic Punch ½ 17- 5d6 NND melee attack
CHAR SCORE ROLL
STR 30 15-
DEX 24 14-
ACT ON CIRCLED NUMBERS
CON 17 12- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 8 ABILITIES
NAME EFFECT/ROLL
PD 14
Acrobatics 14-
ED 14 AK: The City 11-
Breakfall 14-
SPEED 6
Conversation 11-
REC 10
Paramedics 11-
STUN 30 PS: Podcaster 12-
STR 25 14-
DEX 21 13-
ACT ON CIRCLED NUMBERS
CON 23 14- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 5 ABILITIES
NAME EFFECT/ROLL
PD 15
Acrobatics 13-
ED 15 Breakfall 13-
DR NOPE has a good excuse to go almost anywhere, filming their podcast. The character is very familiar with their city and
skilled at talking to others. Also, Dr Nope has training in first aid.
LIONHEART
Cat’s Eyes: Like a cat, Lionheart can see comfortably in anything but absolute darkness.
Claws: Lionheart can also use their claws for much more damage, 8d6 physical hand-to-hand combat. In future chapters,
these claws become significantly more deadly.
Punch: Lionheart can punch for 5d6 normal physical damage in hand-to-hand combat. In future chapters, Lionheart will
have a variety of martial arts moves they can do.
Acrobatics: With a roll, Lionheart can perform flips, jumps, and rolls like a circus acrobat. This lets Lionheart do spectacu-
lar feats like leap from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind some-
one, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Lion-
heart takes half damage from falls.
Concealment: Lionheart is able to hide themselves or objects so that they are more difficult to spot and discover with a
perception roll.
Computer Programming: The skill to create, modify, and identify computer programs and app designs. This skill can be
used to “hack” into computers, break computer security, and find files that are hidden or protected on a system.
Professional Skill (PS) IT Tech: When not in cat form, Lionheart is an information technology expert who works at a
major corporation on internet security, data storage, and maintenance of a computer and internet network.
Security Systems: Lionheart is an expert at installing, maintaining, and bypassing security systems, cameras, sensors,
and similar technology.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Lion-
heart is doing.
LIONHEART may look like a berserker, but they are actually very skilled with electronics and computers, and are able to get
places and do things others might not. Also very agile and sneaky, Lionheart is much like their cat-like name suggests.
2 MANEUVER TIME OCV EFFECT
MOMENTUM Punch ½ 17- 3d6 PD melee damage
Speed Punch ½ 17- 7d6 PD melee damage
CHAR SCORE ROLL
STR 15 12-
DEX 27 14-
ACT ON CIRCLED NUMBERS
CON 13 12- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 8 ABILITIES
NAME EFFECT/ROLL
PD 16
Charm 11-
ED 16
Conversation 11-
SPEED 7 Cramming Learn a topic very rapidly
Persuasion 11-
STUN 28
PS: Trust Fund Baby 11-
PERCEPTION
11-
ROLL: Run On Walls With at least a half move can run on any solid surface
DEX 17 12-
ACT ON CIRCLED NUMBERS
CON 10 11- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 4 ABILITIES
PD 7* NAME EFFECT/ROLL
Conversation 11-
SPEED 4
Persuasion 11-
REC 8
PS: Researcher 13-
STUN 25
Sleight of Hand 12-
PERCEPTION
13-
ROLL: Crimson Shield +10 PD and ED, only vs attacks you are aware of *
MOMENTUM
Punch: Momentum can hit for normal 3d6 physical damage, in hand-to-hand combat.
Run on Walls: As long as they make at least a half move that phase, Momentum can run on any solid surface (not water,
but ceilings, walls, etc).
Speed Punch: By moving very rapidly, Momentum can hit even harder, for 6d6 physical hand-to-hand damage.
Charm: Momentum is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Momentum wants, or simply gain a better relationship with someone.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Momen-
tum desires.
Cramming: Momentum is able to study very quickly to learn the basics on a topic, gaining an 8- roll on any one subject in
minutes.
High Society: Momentum is comfortable moving in and dealing with the very wealthy and upper-class culture without em-
barrassing faux pas and looking foolish.
Persuasion: The ability to convince people to Momentum’s perspective or convince them of a lie.
Professional Skill (PS) Trust Fund Baby: Momentum is very wealthy and lives life skillfully off of a huge inheritance.
MOMENTUM’S speed is one thing, but they are also extremely comfortable in wealthy, elite, and high-class situations and
settings. Wealthy and skilled at interacting with people, they can learn things and get places others might not. And, with
their great speed, Momentum can learn things very fast.
SPELLBINDER
Crimson Shield: Against any attack that Spellbinder is aware of, they gain an extra +10 PD and +10 ED
Fireball: A huge blast of fire, 17m across that damages all within
Hover: Spellbinder can fly up to 5m per phase, effortlessly
Lightning Bolt: A magical spell which deals 9d6 energy damage at range, and is extremely accurate
Punch: Avenger can punch for 4d6 normal physical damage in hand-to-hand combat.
Teleport: Spellbinder can magically disappear, reappearing instantly in another location, up to 20m distant. This must be a
spot that Spellbinder can see, or knows very well (like the inside of their car).
Charm: Spellbinder is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Spellbinder wants, or simply gain a better relationship with someone.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Spell-
binder desires.
Persuasion: The ability to convince people to Spellbinder’s perspective or convince them of a lie.
Professional Skill (PS) Researcher: Spellbinder is a professional researcher, skilled at finding information and digging up
obscure data for authors, students, and others.
Sleight of Hand: The ability to palm items, fool the eye, perform certain magic tricks, and manipulate objects in a manner
that keeps observers from knowing what Spellbinder is doing.
SPELLBINDER’S magic has not improved yet, but their intelligence and academic skills have. Plus, the character can do
street magic and simple hand tricks which might come in handy.
2 MANEUVER TIME OCV EFFECT
STARBLAZE Punch ½ 17- 2d6 PD melee attack
Star Blast ½ 17- 9d6 ED ranged attack
CHAR SCORE ROLL
Star Blaze ½ 17- 7d6 ED ranged attack AE radius 4m
STR 10 11-
DEX 23 14-
ACT ON CIRCLED NUMBERS
CON 15 12- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 6 ABILITIES
PD 18 NAME EFFECT/ROLL
ED 27 Bureaucratics 11-
Conversation 13-
SPEED 5
Persuasion 13-
REC 8
Paramedics 13-
STUN 20
PS: Nurse 13-
PERCEPTION
11-
ROLL: Star Sight IR and UV sight
2
STREET MANEUVER TIME OCV EFFECT
KNIGHT Punch
Martial Arts
½
½
17-
17-
4d6 PD melee damage (6d6 w/staff)
6d6 PD melee damage (8d6 w/staff)
CHAR SCORE ROLL
STR 20 13-
STARBLAZE is literally a medical professional and can be very helpful in a fight. This training has led the character to be
good interacting with others, particularly in business structures.
STREET KNIGHT
Glide: Built into Street Knight’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Street Knight must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain altitude, only fall safely
and move forward up to 12m per phase.
Grapnel Gun: Street Knight can use a grapnel gun to attach a line to any surface and swing from it at great speed, moving up to 20m
per phase. The grapnel can reel Street Knight up to the point of attachment at 10m per phase.
Martial Arts: Using martial arts, Street Knight can hit for 8d6 hand-to-hand damage. In future chapters this martial arts ability becomes
more flexible and powerful.
Punch: Street Knight can punch for 4d6 normal physical damage in hand-to-hand combat.
Visor: Lenses built into Street Knight’s visor grant clear vision in all but total darkness
Area Knowledge (AK) The City: Street Knight knows The City so well that they can tell where to go and how to get there.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Street Knight takes
half damage from falls.
Concealment: Street Knight is able to hide themselves or objects so that they are more difficult to spot and discover with a perception
roll.
Deduction: The ability to combine small details and bits of apparently unrelated information to the only reasonable conclusion, often
surprising others with the speed and accuracy of the deduction.
Lockpicking: The skill to open locks without a proper key or code.
Persuasion: The ability to convince people to Street Knight’s perspective or convince them of a lie.
Professional Skill (PS) Instagram Model: Street Knight is an internet model of great attractiveness, making money by going places
and being photographed and filmed.
Security Systems: Street Knight is an expert at installing, maintaining, and bypassing security systems, cameras, sensors, and similar
technology.
Shadowing: The skill to follow someone and keep track of them without being noticed.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Street Knight is
doing.
Streetwise: Street Knight has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go
in the seamier side of civilization.
STREET KNIGHT has tons of skills to go along with their role, but also is an Instagram Model of great attractiveness. This can help them
go places or have an excuse to be somewhere that others might not have.
2 MANEUVER TIME OCV EFFECT
TROOPER Punch ½ 17- 4d6 PD melee damage
Pulse Bolts ½ 17- 9d6 ED ranged damage
CHAR SCORE ROLL
Rockets ½ 17- 8d6 ED ranged Area Effect radius (4m) damage
STR 20 13-
DEX 18 13-
ACT ON CIRCLED NUMBERS
CON 15 12- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 5 ABILITIES
PD 20 NAME EFFECT/ROLL
ED 20 Bureaucratics 11-
DEX 14 12-
ACT ON CIRCLED NUMBERS
CON 20 13- SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
DCV 4 ABILITIES
PD 20 NAME EFFECT/ROLL
TROOPER didn’t build their armor, but they do have useful business and office skills to gain information and access.
VULCAN
Fire Resistant: Vulcan is unharmed by extremes of heat, and has +10 ED, only vs fire and heat damage.
Flame Gout: Vulcan can cause their hammer to gush with forge fires, dealing 6d6 normal energy damage at short range,
up to 10m distant.
Hammer: Wielding the smithing hammer, Vulcan hits much harder, for 10d6 normal physical damage in hand to hand.
Hammer Repair: Using their hammer, Vulcan can repair anything smaller than a minivan, with a few blows. As long as
the object is not utterly destroyed, Vulcan can fix it.
Punch: Vulcan is very strong and can punch for 6d6 normal physical damage in hand-to-hand combat.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Vulcan
desires.
Persuasion: The ability to convince people to Vulcan’s perspective or convince them of a lie
Professional Skill (PS) Blacksmith: Vulcan is a skilled blacksmith, able to smelt metal from ore and craft items out of
any metal.
VULCAN is a blacksmith, as one would expect. They’re also pretty skilled at talking to others, with many years of experience
dealing with people.
3 MANEUVER TIME OCV DCV EFFECT
APEX Punch ½ 5 5 10d6 normal PD melee attack
PRE 25 14-
4 NAME EFFECT/ROLL END
OCV 5
5
Charm 11-
DCV 5 6
PD 15 7 Persuasion 11-
SPEED 4 9
Tough 15 rPD and 15 rED --
10
REC 12
11 Tough 10 Sight Flash Defense --
END 40
12
Tough Ignores many environmental hazards --
BODY 20 PER ROLL
STUN 42 11- Flight 25m flying 2
CON 18 13- 1
DEFENSES
2
INT 13 12-
PD: 14 rPD: 8 ED: 11 rED: 6
3
ACT ON CIRCLED NUMBERS
PRE 18 13-
4 MOVEMENT
OCV 6 RUN: 18m JUMP: 8m GLIDE: 12m
5
DCV 6 6 ABILITIES
PD 14 7 NAME EFFECT/ROLL NAME EFFECT/ROLL
APEX has more defenses than ever before, and is completely comfortable in places that would kill others, like the heart of a
nuclear power plant. Only Strength and movement cost Apex any END, and this character has a lot to start with.
AVENGER
Bold: Avenger is fearless and very difficult to intimidate. If anyone attempts a Presence Attack on Avenger, then Avenger has an effec-
tive PRE of 33 (18+15).
Cowl: In Avenger’s mask is Infrared Lenses allowing them to see heat signatures, and a radio array that lets them listen to radio or inter-
net broadcasts and transmit over radio or Bluetooth. Avenger’s Cowl also protects their eyes some from flash attacks, reducing their
effect by 5 segments.
Glide: Built into avenger’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Avenger must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain altitude, only fall safely and
move forward up to 12m per phase.
Shield Bash: Using a shield, Avenger can bash much harder, dealing 8d6 hand-to-hand damage**
Shield Block: Any attack Avenger is aware of, they can try to block with the shield for +3 DCV (9 total)**
Throw Shield: Each phase, Avenger can throw their shield to bounce off someone and come back to them, dealing 5d6 normal PD
ranged damage.**
Acrobatics: With a roll, Avenger can perform flips, jumps, and rolls like a circus acrobat. This lets Avenger do spectacular feats like leap
from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind someone, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Avenger takes half
damage from falls.
Area Knowledge (AK) Home City: Avenger knows The City so well they can tell where to go and how to get there.
Climbing: Avenger can scale challenging walls, trees, and other surfaces.
Lockpicking: The skill to open locks without a proper key or code.
Oratory: The skill to make stirring, effective speeches to sway a crowd or communicate effectively to them.
Paramedics: Avenger is skilled at first aid and first response critical medical treatments in the field.
Professional Skill (PS) Private Detective: Avenger is a private investigator and is skilled in surveillance, fact-finding, investigation,
gathering evidence, and preparing a profile on a target.
Streetwise: Avenger has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go in
the seamier side of civilization.
*None of Avenger’s powers cost END except Strength and Movement.
**All of Avenger’s shield powers are in their Obvious Inaccessible Focus shield; its clearly what they are using to do this, but nobody
seems to be able to get it away from Avenger unless they are unconscious or restrained out of combat.
AVENGER is extremely difficult to intimidate due to their fearless and dedicated personality. They also don’t use much END,
so they are able to keep going longer and fight more.
3 MANEUVER TIME OCV DCV EFFECT
Dr NOPE Punch ½ 6 8 6d6 PD normal melee attack
Toxic Punch ½ 6 8 5d6 NND melee attack
CHAR SCORE ROLL LIFT
CON 17 13- 1
DEFENSES
2
INT 10 11-
PD: 14 rPD: 6 ED: 14 rED: 6
3
ACT ON CIRCLED NUMBERS
PRE 15 12-
4 MOVEMENT
OCV 6 RUN: 18m JUMP: 8m OTHER: —
5
DCV 8 6 ABILITIES
PD 8 7 NAME EFFECT/ROLL NAME EFFECT/ROLL
DR NOPE is quick and accurate enough to take advantage of combat maneuvers without worrying about any penalties they
might apply. Only attacks and movement cost Dr Nope any END, and this character has a pretty high recovery, so they
are not likely to run out in combat..
LIONHEART
Cat’s Eyes: Like a cat, Lionheart can see comfortably in anything but absolute darkness.
Claws: Lionheart can also use their claws for much more damage, 3d6 physical HKA with all their strength.
Roar: Lionheart can roar for +15 PRE (40 PRE total) if used in a presence attack. This cannot include any sort of words or
commentary, it’s just a very intimidating roar
Tough Hide: Lionheart has very tough skin, able to resist most small arms fire.
Acrobatics: With a roll, Lionheart can perform flips, jumps, and rolls like a circus acrobat. This lets Lionheart do spectacu-
lar feats like leap from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind some-
one, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Lion-
heart takes half damage from falls.
Concealment: Lionheart is able to hide themselves or objects so that they are more difficult to spot and discover with a
perception roll.
Combat Skill Levels: Trained in hand-to-hand combat, Lionheart has 3 levels to put into OCV or DCV
Computer Programming: The skill to create, modify, and identify computer programs and app designs. This skill can be
used to “hack” into computers, break computer security, and find files that are hidden or protected on a system.
Professional Skill (PS) IT Tech: Lionheart is an information technology expert who works at a major corporation on in-
ternet security, data storage, and maintenance of a computer and internet network.
Security Systems: Lionheart is an expert at installing, maintaining, and bypassing security systems, cameras, sensors,
and similar technology.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Lion-
heart is doing.
LIONHEART’S roar is useful to intimidate and even stop enemies in their tracks. The claw attack can kill normal foes and
even lightly armored foes fairly easily and should be used sparingly except against very tough targets or things like ma-
chines. Lionheart uses little END and is very hardy, so isn’t likely to ever tire out.
3 MANEUVER TIME OCV DCV EFFECT
MOMENTUM Punch ½ 6 6 3d6 normal PD melee damage
Speed Punch ½ 6 6 7d6 normal PD melee damage
CHAR SCORE ROLL LIFT
DEFENSES
STR 15 12- 200kg PD: 6/16 rPD: 0/10 ED: 6/16 rED: 0/10
PRE 10 11-
4
OCV 5 ABILITIES
5
DCV 4 NAME EFFECT/ROLL END
6
Charm 11-
PD 4 7
Conversation 11-
ED 7 8
Persuasion 11-
SPEED 4 9
PS: Researcher 13-
10 Sleight of Hand 12-
REC 8
11 Crimson Shield +10 PD and ED 3*
END 30
12 Lightning Bolt 9d6 normal energy ranged attack at +3 OCV 4
BODY 10 PER ROLL Fireball 6d6 normal energy ranged attack Area Effect radius 8m 4
STUN 25 13- Eyeblight Flash Sight 7d6 Area Effect radius 1m 4
MOMENTUM
Fast Metabolism: Super healing lets Momentum heal 1 BODY per minute rather than REC per month as usual
Run on Walls: As long as they make at least a half-move that phase, Momentum can run on any solid surface (not water,
but ceilings, walls, etc).
Speed Dodge: Momentum gains +10 rRP and rED against attacks they are aware of.
Speed Punch: By moving very rapidly, Momentum can hit even harder, for 6d6 physical hand-to-hand damage.
Tireless Running: Momentum spends no Endurance to run.
Charm: Momentum is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Momentum wants, or simply gain a better relationship with someone.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Momen-
tum desires.
Cramming: Momentum is able to study very quickly to learn the basics on a topic, gaining an 8- roll on any one subject in
minutes.
High Society: Momentum is comfortable moving in and dealing with the very wealthy and upper-class culture without em-
barrassing faux pas and looking foolish.
Persuasion: The ability to convince people to Momentum’s perspective or convince them of a lie.
Professional Skill (PS) Trust Fund Baby: Momentum is very wealthy and lives life skillfully off of a huge inheritance.
MOMENTUM’S super healing helps deal with their low defenses, and the huge Recovery also can get the character back on
their feet very swiftly. Such a high SPD rating allows Momentum to stop and take a Recovery in combat with little fear of
being bothered by others. Pay attention to the way other SPD lets characters move; there are phases such as 7 and 11
where nobody but Momentum will act. Momentum doesn't tire out running, which is a big help with the high SPD.
SPELLBINDER
Eyeblight: A blinding flash of light in an area 3m across.*
Lightning Bolt: A magical spell which deals 9d6 energy damage at range, and is extremely accurate.*
Fireball: A huge blast of fire, 17m across that damages all within*
*Each of these powers may only be used one at a time.
Crimson Shield: This constant power now costs END instead of only working against attacks that Spellbinder is aware of.
When 3 END is spent to start up the spell, Spellbinder gains +10 PD and +10 ED against any attack. It shuts off if Spell-
binder is knocked out or stunned, and costs 3 END to start up, but nothing to maintain.
Hover: Spellbinder can fly up to 5m per phase, and costs no END to use.
Teleport: Spellbinder can magically disappear, reappearing instantly in another location, up to 20m distant. This must be a
spot that Spellbinder can see, or knows very well (like the inside of their car).
Charm: Spellbinder is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Spellbinder wants, or simply gain a better relationship with someone.
Conversation: The skill to extract information from people or to direct conversation to topics and conclusions that Spell-
binder desires.
Persuasion: The ability to convince people to Spellbinder’s perspective or convince them of a lie.
Professional Skill (PS) Researcher: Spellbinder is a professional researcher, skilled at finding information and digging up
obscure data for authors, students, and others.
Sleight of Hand: The ability to palm items, fool the eye, perform certain magic tricks, and manipulate objects in a manner
that keeps observers from knowing what Spellbinder is doing.
SPELLBINDER has a Flash attack now in a small area. This allows the sorcerer to blind and weaken enemies easily, as it is a
small enough area to not affect others, but big enough to be very easy to hit (that 3 DCV target area rather than an eme-
my’s full DCV). Flashed targets are then much easier to be hit and are usually unable to fight back. Keep an eye on
Spellbinder’s END totals, they aren’t enormously hardy as a character and everything uses a fair amount.
3 MANEUVER TIME OCV DCV EFFECT
STARBLAZE Punch ½ 6 6 2d6 PD melee attack
Star Blast ½ 6 6 9d6 ED ranged attack
CHAR SCORE ROLL LIFT Star Blaze ½ 6 6 7d6 ED ranged attack AE radius 4m
PRE 10 11-
4 RUN: 12m JUMP: 4m FLIGHT: 25m
OCV 6
5 ABILITIES
DCV 6 6 NAME EFFECT/ROLL NAME EFFECT/ROLL
PD 8 7 Bureaucratics 11- Star Sight Flash Defense 8 vs sight
ED 12 8
Combat Level +2 with attacks Star Shield 10 rPD 15 rED (2 END)
SPEED 5 9
Conversation 13- Star Light Lights in 12m radius (2 END)
10
REC 8 Persuasion 13- Star Blast 9d6 ED blast (4 END)
11
END 25 Paramedics 13- Star Blaze 7d6 ED AE Blast (4 END)
12
BODY 10 PER ROLL PS: Nurse 13- Star Burst 6d6 Sight Flash AE (4 END)
STUN 28 11- Star Sight IR and UV sight Star Fire 2d6+1 RKA (4 END)
STARBLAZE can manipulate starlight to illuminate dark areas, or blind targets. Because Star Burst is in such a large area, its
challenging to use with friends around, but blinded targets are very easy to hit and rarely can fight back. Star Fire should
generally be limited to inanimate objects and machines as it deals dangerous lethal damage and can seriously harm or
even kill a foe. Keep an eye on Starblaze’s END, this character uses up a lot just flying around and defending.
STREET KNIGHT
Blackout Bombs: Street Knight has four grenades that create a smoky area that blocks normal sight but does not affect IR, UV, or Nightvision. Once a
grenade is used, it is gone for this chapter, and each is an OAF. Everyone in the Darkness is considered Flashed unless they have IR, UV, or Nightvision,
or until they leave the area. The Darkness from each grenade lasts 1 turn.
Body Armor: Street Knight’s costume is armored for 10 rPD, 10 rED.
Glide: Built into Street Knight’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air, Street Knight
must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain altitude, only fall safely and move forward up to 12m
per phase.
Grapnel Gun: Street Knight can use a grapnel gun to attach a line to any surface and swing from it at great speed, moving up to 20m per phase. The
grapnel can reel Street Knight up to the point of attachment at 10m per phase.
Staff: Street Knight fights with a collapsible polymer staff which is an Obvious Accessible Focus. It adds 2d6 normal PD damage to their attacks.
Visor: Lenses built into Street Knight’s visor grant clear vision in all but total darkness
Area Knowledge (AK) The City: Street Knight knows The City so well that they can tell where to go and how to get there.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Street Knight takes half damage from
falls.
Concealment: Street Knight is able to hide themselves or objects so that they are more difficult to spot and discover with a perception roll.
Deduction: The ability to combine small details and bits of apparently unrelated information to the only reasonable conclusion, often surprising others with
the speed and accuracy of the deduction.
Lockpicking: The skill to open locks without a proper key or code.
Martial Arts: Street Knight is very skilled in Martial Arts and has multiple maneuvers.
Persuasion: The ability to convince people to Street Knight’s perspective or convince them of a lie.
Professional Skill (PS) Instagram Model: Street Knight is an internet model of great attractiveness, making money by going places and being photo-
graphed and filmed.
Security Systems: Street Knight is an expert at installing, maintaining, and bypassing security systems, cameras, sensors, and similar technology.
Shadowing: The skill to follow someone and keep track of them without being noticed.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Street Knight is doing.
Streetwise: Street Knight has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go in the seamier
side of civilization.
STREET KNIGHT’S Blackout Bombs are an area suppression tool: the darkness makes an area very challenging for many foes to act in because they are
blind. Some may not even go into the darkness. Since Street Knight (and several other PCs) can see in the area, it can help take down multiple foes
without fear of reprisal.
MANEUVER TIME OCV DCV EFFECT
TROOPER
3
Punch ½ 6 5 4d6 normal PD melee damage
Pulse Bolts ½ 6 5 9d6 normal ED ranged damage
CHAR SCORE ROLL LIFT Rockets ½ 6 5 8d6 normal ED ranged AE radius (4m)
PRE 13 12-
4 NAME EFFECT/ROLL END
OCV 6
5 Bureaucratics 11-
DCV 5 6 Conversation 11-
PD 6 7 PS: City Hall Clerk 11-
TROOPER doesn’t have anything new this chapter other than stats, but has a fair level of Presence, so they will tend to
avoid being too intimidated. Trooper’s armor draws on their personal energy, so keep an eye on END. It might get low
and require a Recovery.
VULCAN
Fire Resistant: Vulcan is unharmed by extremes of heat, and has +r10 ED, only vs fire and heat damage.
Flame Gout: Vulcan can cause their hammer to gush with forge fires, dealing 6d6 normal energy damage at short range,
up to 10m distant.
Hammer: Wielding the smithing hammer, Vulcan hits much harder, for 10d6 normal physical damage in hand to hand.
Hammer Repair: Using their hammer, Vulcan can repair anything smaller than a minivan, with a few blows. As long as
the object is not utterly destroyed, Vulcan can fix it.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Vulcan
desires.
Persuasion: The ability to convince people to Vulcan’s perspective or convince them of a lie
Professional Skill (PS) Blacksmith: Vulcan is a skilled blacksmith, able to smelt metal from ore and craft items out of
any metal.
VULCAN has a high presence, and is not impressed with much. This character has a lot of END and doesn’t use much with
their abilities
4 MANEUVER TIME OCV DCV EFFECT
APEX Punch ½ 5 5 10d6 normal PD melee attack
PRE 25 14-
4 NAME EFFECT/ROLL END
OCV 5
5
Charm 11-
DCV 5 6
PD 15 7 Combat Skill Levels +2 with Hand-to-hand Combat
ED 15 8 Persuasion 11-
SPEED 4 9
PS: Artist 11-
10
REC 12
11 Tough 15 rPD and 15 rED --
END 40
12
Tough 10 Sight Flash Defense --
BODY 20 PER ROLL
STUN 42 11- Flight 25m flying 2
CHAR SCORE ROLL LIFT Shield Edge ½ 6 6 2½d6 killing PD melee attack
Throw Shield ½ 6 6 5d6 normal PD ranged attack
STR 20 13- 400kg Shield Block ½ -- 9 Only vs attacks Avenger is aware of
ED 11 8 ABILITIES
APEX has a lot of STR to resist knockback and might need to abort to do so, but is so mobile it probably won’t matter if they
are knocked away and in any case they are unlikely to take damage from it. Apex might have had some problems hitting
in the previous chapters, but with those 2 combat skill levels, that should be much less of a problem. Remember that you
can use Dive for Cover to protect others, by leaping deliberately into an attack — if you succeed Apex takes the damage
instead of the intended target.
AVENGER
Bold: Avenger is fearless and very difficult to intimidate. If anyone attempts a Presence Attack on Avenger, then Avenger has an effec-
tive PRE of 33 (18+15).
Cowl: In Avenger’s mask is Infrared Lenses allowing them to see heat signatures, and a radio array that lets them listen to radio or inter-
net broadcasts and transmit over radio or Bluetooth. Avenger’s Cowl also protects their eyes some from flash attacks, reducing their
effect by 5 segments.
Glide: Built into Avenger’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Avenger must drop 2m per Phase to maintain their forward Gliding velocity and cannot gain altitude.
Shield Bash: Using a shield, Avenger can bash much harder, dealing 8d6 hand-to-hand damage.*
Shield Block: Any attack Avenger is aware of, they can try to block with the shield for +3 DCV (9 total),*
Throw Shield: Each phase, Avenger can throw their shield to bounce off someone and come back to them, dealing 5d6 normal PD
ranged damage. *
*These abilities are done using Avenger’s OIF Shield
Acrobatics: With a roll, Avenger can perform flips, jumps, and rolls like a circus acrobat. This lets Avenger do spectacular feats like leap
from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind someone, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Avenger takes half
damage from falls.
Area Knowledge (AK) Home City: Avenger knows The City so well they can tell where to go and how to get there.
Combat Skill Levels: Avenger is trained in Hand-to-Hand Combat, with 2 levels in it for OCV or DCV as you choose.
Climbing: Avenger can scale challenging walls, trees, and other surfaces.
Lockpicking: The skill to open locks without a proper key or code.
Martial Arts: Avenger knows Karate. Maneuvers marked ** do -2d6 damage without the shield.
Oratory: The skill to make stirring, effective speeches to sway a crowd or communicate effectively to them.
Paramedics: Avenger is skilled at first aid and first response critical medical treatments in the field.
Professional Skill (PS) Private Detective: Avenger is a private investigator and is skilled in surveillance, fact-finding, investigation,
gathering evidence, and preparing a profile on a target.
Streetwise: Avenger has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go in
the seamier side of civilization.
AVENGER has quite a few martial arts moves, plus the shield, so this character has a lot of flexibility in combat. Even with
some of the penalties some maneuvers have, the combat skill levels offset that easily.
MANEUVER TIME OCV DCV EFFECT
Dr NOPE
4
Punch ½ 6 8 6d6 PD normal melee attack
Toxic Punch ½ 6 8 5d6 NND melee attack
CHAR SCORE ROLL LIFT
CON 17 13- 1
DEFENSES
2
INT 10 11-
PD: 14 rPD: 6 ED: 14 rED: 6
3
ACT ON CIRCLED NUMBERS
PRE 15 12-
4 MOVEMENT
OCV 6 RUN: 18m JUMP: 8m OTHER: —
5
DCV 8 6 ABILITIES
PD 8 7 NAME EFFECT/ROLL NAME EFFECT/ROLL
DR NOPE is so agile they are very difficult to get a solid hit on. Don’t be afraid to burn a phase aborting to Dive For Cover
to get out of danger, as this character has plenty of SPEED to use. You can do a jumping Move By or Move Through at-
tack to get at someone in a hurry as well.
LIONHEART
Cat’s Eyes: Like a cat, Lionheart can see comfortably in anything but absolute darkness.
Claws: Lionheart can also use their claws for much more damage, 3d6 physical HKA with all their strength.
Roar: Lionheart can roar for +15 PRE (40 PRE total) if used in a presence attack. This cannot include any sort of words or
commentary, its just a very intimidating roar
Tough Hide: Lionheart has very tough skin, able to resist most small arms fire.
Acrobatics: With a roll, Lionheart can perform flips, jumps, and rolls like a circus acrobat. This lets Lionheart do spectacu-
lar feats like leap from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind some-
one, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Lion-
heart takes half damage from falls.
Combat Skill Levels: Lionheart is incredibly skilled in melee combat, with 3 skill levels to use for OCV or DCV.
Computer Programming: The skill to create, modify, and identify computer programs and app designs. This skill can be
used to “hack” into computers, break computer security, and find files that are hidden or protected on a system.
Concealment: Lionheart is able to hide themselves or objects so that they are more difficult to spot and discover with a
perception roll.
Martial Arts: Lionheart is a very skilled martial artist with multiple combat maneuvers.
Professional Skill (PS) IT Tech: When not in cat form, Lionheart is an information technology expert who works at a
major corporation on internet security, data storage, and maintenance of a computer and internet network.
Security Systems: Lionheart is an expert at installing, maintaining, and bypassing security systems, cameras, sensors,
and similar technology.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Lion-
heart is doing.
LIONHEART has a great deal of martial arts training, which combined with their toughness and powerful attacks can make
them a very effective force in melee combat.
4 MANEUVER TIME OCV DCV EFFECT
MOMENTUM Punch ½ 6 6 3d6 normal PD melee damage
Speed Punch ½ 6 6 7d6 normal PD melee damage
CHAR SCORE ROLL LIFT
Move By Attack ½ 9 6 4½d6 normal PD melee damage
PRE 10 11-
4
ABILITIES
OCV 5
5
NAME EFFECT/ROLL END
DCV 4 6 Charm 11-
PD 4 7 Combat Skill Levels +2 with Magic
ED 7 8 Conversation 11-
9 Persuasion 11-
SPEED 4
PS: Researcher 13-
10
REC 8 Sleight of Hand 12-
11
END 30 Crimson Shield +10 PD and ED 3*
12 Lightning Bolt 9d6 normal energy ranged attack at +3 OCV 4
BODY 10 PER ROLL Fireball 6d6 normal energy ranged attack Area Effect radius 8m 4
STUN 25 13- Eyeblight Flash Sight 7d6 Area Effect radius 1m 4
MOMENTUM
Fast Metabolism: Super healing lets Momentum heal 1 body per minute rather than REC per month as usual
Run on Walls: As long as they make at least a half move that phase, Momentum can run on any solid surface (not water,
but ceilings, walls, etc).
Speed Dodge: Momentum gains +10 rRP and rED against attacks they are aware of
Speed Punch: By moving very rapidly, Momentum can hit even harder, for 6d6 physical hand-to-hand damage.
Tireless Running: Momentum spends no Endurance to run.
Charm: Momentum is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Momentum wants, or simply gain a better relationship with someone.
Combat Skill Levels: Momentum is very skilled with Move By Attacks, with 3 skill levels in that maneuver only.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Momen-
tum desires.
Cramming: Momentum is able to study very quickly to learn the basics on a topic, gaining an 8- roll on any one subject in
minutes.
High Society: Momentum is comfortable moving in and dealing with the very wealthy and upper-class culture without em-
barrassing faux pas and looking foolish.
Persuasion: The ability to convince people to Momentum’s perspective or convince them of a lie.
Professional Skill (PS) Trust Fund Baby: Momentum is very wealthy and lives life skillfully off of a huge inheritance.
MOMENTUM’s skill with move by attacks makes them excellent at staying out of the way of enemies and still getting their
attacks in. Speed Dodge breaks out the defenses that were previously just merged with normal PD and ED. They are
just as tough, but some of that defense, Momentum needs to be aware attacks of to get full advantage of.
SPELLBINDER
Lightning Bolt: A magical spell which deals 9d6 energy damage at range, and is extremely accurate*
Fireball: A huge blast of fire, 17m across that damages all within*
Eyeblight: A blinding flash of light in an area 3m across.*
*Each of these powers may only be used one at a time.
Crimson Shield: With this magic, Spellbinder gains +10 PD and +10 ED. It shuts off if Spellbinder is knocked out or
stunned, and costs 3 END to start up, but nothing to maintain.
Teleport: Spellbinder can magically disappear, reappearing instantly in another location, up to 20m distant. This must be a
spot that Spellbinder can see, or knows very well (like the inside of their car).
Hover: Spellbinder can fly up to 5m per phase, costing no END to use.
Charm: Spellbinder is winning and charismatic, able to win people over with their personality and wit. This skill can be
used to learn things, get people to do what Spellbinder wants, or simply gain a better relationship with someone.
Combat Skill Levels: When attacking with magic, Spellbinder has +2 Combat Skill Levels for OCV or DCV
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Spell-
binder desires.
Persuasion: The ability to convince people to Spellbinder’s perspective or convince them of a lie.
Professional Skill (PS) Researcher: Spellbinder is a professional researcher, skilled at finding information and digging up
obscure data for authors, students, and others.
Sleight of Hand: The ability to palm items, fool the eye, perform certain magic tricks, and manipulate objects in a manner
that keeps observers from knowing what Spellbinder is doing.
SPELLBINDER’S combat doesn’t bother with any combat maneuvers, but the lightning bolt might be a powerful knockback
tool if needed. Just be aware of range modifiers, anything past 8m distance might start causing penalties to OCV.
4 MANEUVER TIME OCV DCV EFFECT
STARBLAZE Punch ½ 6 6 2d6 PD melee attack
Star Blast ½ 6 6 9d6 ED ranged attack
CHAR SCORE ROLL LIFT Star Blaze ½ 6 6 7d6 ED ranged attack AE radius 4m
PRE 10 11-
4 RUN: 12m JUMP: 4m FLIGHT: 25m
OCV 6
5 ABILITIES
DCV 6 6 NAME EFFECT/ROLL NAME EFFECT/ROLL
PD 8 7 Bureaucratics 11- Star Shield 10 rPD 15 rED (2 END)
ED 12 8
Conversation 13- Star Light Lights in 12m radius (2 END)
SPEED 5 9
Persuasion 13- Star Blast 9d6 ED blast (4 END)
10
REC 8 Paramedics 13- Star Blaze 7d6 ED AE Blast (4 END)
11
END 25 PS: Nurse 13- Star Burst 6d6 Sight Flash AE (4 END)
12
BODY 10 PER ROLL Star Sight IR and UV sight Star Fire 2d6+1 RKA (4 END)
STUN 28 11- Star Sight Flash Defense 8 vs sight
DEFENSES
PRE 10 14-
4 PD: 16 rPD: 8 ED: 14 rED: 8
OCV 25
5 MOVEMENT
DCV 6 6 RUN: 20m JUMP: 7m SWING: 24m GLIDE: 10m
PD 6 7 ABILITIES
STARBLAZE needs to be aware of range, any attack past 8m might start causing OCV penalties from range.
STREET KNIGHT
Blackout Bombs: Street Knight has four grenades that create a smoky area that blocks normal sight but does not affect IR, UV, or
Nightvision. Once a grenade is used, it is gone for this chapter, and each is an OAF. Everyone in the Darkness is considered Flashed
unless they have IR, UV, or Nightvision, or until they leave the area. The Darkness from each grenade lasts 1 turn.
Body Armor: Street Knight’s costume is armored for 10 rPD, 10 rED.
Glide: Built into Street Knight’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Street Knight must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain altitude, only fall safely
and move forward up to 12m per phase.
Grapnel Gun: Street Knight can use a grapnel gun to attach a line to any surface and swing from it at great speed, moving up to 20m
per phase. The grapnel can reel Street Knight up to the point of attachment at 10m per phase. The Grapnel Gun is an OAF.
Visor: Lenses built into Street Knight’s visor grant clear vision in all but total darkness.
Area Knowledge (AK) The City: Street Knight knows The City so well that they can tell where to go and how to get there.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Street Knight takes
half damage from falls.
Concealment: Street Knight is able to hide themselves or objects so that they are more difficult to spot and discover with a perception
roll.
Deduction: The ability to combine small details and bits of apparently unrelated information to the only reasonable conclusion, often
surprising others with the speed and accuracy of the deduction.
Lockpicking: The skill to open locks without a proper key or code.
Martial Arts: Street Knight is very skilled in martial arts.
Persuasion: The ability to convince people to Street Knight’s perspective or convince them of a lie.
Professional Skill (PS) Instagram Model: Street Knight is an internet model of great attractiveness, making money by going places
and being photographed and filmed.
Security Systems: Street Knight is an expert at installing, maintaining, and bypassing security systems, cameras, sensors, and similar
technology.
Shadowing: The skill to follow someone and keep track of them without being noticed.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Street Knight is
doing.
Streetwise: Street Knight has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go
in the seamier side of civilization.
STREET KNIGHT has significant martial arts skill and can be very effective in combat now when they might have lagged a bit in earlier
chapters. Choke Hold is great for enemies that are difficult to hurt through their defenses.
4 MANEUVER TIME OCV DCV EFFECT
TROOPER Punch ½ 6 5 4d6 normal PD melee damage
Pulse Bolts ½ 8 5 9d6 normal ED ranged damage
CHAR SCORE ROLL LIFT Rockets ½ 6 5 8d6 normal ED ranged AE radius (4m)
PRE 13 12-
4 NAME EFFECT/ROLL END
OCV 6
5 Bureaucratics 11-
DCV 5 6 Conversation 11-
TROOPER focuses on ranged attacks rather than melee combat maneuvers, but keep an eye on range. Too far away and
the character will start taking OCV penalties, although Pulse Bolts has a boost for OCV from the computer targeting bo-
nus. If a target is fairly easy to hit, getting a bit of range can be a big help to protect Trooper from harm.
VULCAN
Hammer: Wielding the smithing hammer, Vulcan hits much harder, for 10d6 normal physical damage in hand to hand.
Hammer Repair: Using their hammer, Vulcan can repair anything smaller than a minivan, with a few blows. As long as
the object is not utterly destroyed, Vulcan can fix it.
Fire Resistant: Vulcan is unharmed by extremes of heat, and has +r10 ED, only vs fire and heat damage.
Flame Gout: Vulcan can cause their hammer to gush with forge fires, dealing 6d6 normal energy damage at short range,
up to 10m distant.
Planted: Vulcan is difficult to move if they choose to be, reducing any knockback by 6m.
Combat Skill Levels: Vulcan is very skilled at using their hammer in combat, with 2 levels for OCV or DCV
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Vulcan
desires.
Persuasion: The ability to convince people to Vulcan’s perspective or convince them of a lie
Professional Skill (PS) Blacksmith: Vulcan is a skilled blacksmith, able to smelt metal from ore and craft items out of
any metal.
VULCAN hits very hard and can use knockback to disrupt targets. A slower character without much movement ability, Vul-
can isn’t ideal for aborts or move attacks, but is very solid and difficult to move by force.
5 MANEUVER TIME OCV DCV EFFECT
APEX Punch ½ 5 5 10d6 normal PD melee attack
DMCV 3 7
Persuasion 11-
PD 15 8
ED 15 9 PS: Artist 11-
SPEED 4 10
Tough 15 rPD and 15 rED --
REC 12 11
END 40 12 Tough 10 Sight Flash Defense --
BODY 20 PER ROLL
STUN 42 11- Flight 25m flying 2
APEX is very resistant to most attacks but fairly vulnerable to mental ones, it is this character’s only real weakness. With
only two fists, Combined Attacks aren’t likely to be a very useful choice. Apex should stick to one target, one hit.
AVENGER
Bold: Avenger is fearless and very difficult to intimidate. If anyone attempts a Presence Attack on Avenger, then Avenger has an effec-
tive PRE of 33 (18+15).
Cowl: In Avenger’s mask is Infrared Lenses allowing them to see heat signatures, and a radio array that lets them listen to radio or inter-
net broadcasts and transmit over radio or Bluetooth. Avenger’s Cowl also protects their eyes some from flash attacks, reducing their
effect by 5 segments.
Glide: Built into avenger’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Avenger must drop 2m per Phase to maintain their forward Gliding velocity but cannot ascend higher.
Shield Bash: Using a shield, Avenger can bash much harder, dealing 8d6 hand-to-hand damage. OIF Shield
Shield Block: Any attack Avenger is aware of, they can try to block with the shield for +3 DCV (9 total). OIF Shield
Strong Will: Avenger has mental defense because of their very strong willpower.
Throw Shield: Each phase, Avenger can throw their shield to bounce off someone and come back to them, dealing 5d6 normal PD
ranged damage. OIF Shield
Acrobatics: With a roll, Avenger can perform flips, jumps, and rolls like a circus acrobat. This lets Avenger do spectacular feats like leap
from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind someone, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, avenger takes half
damage from falls.
Area Knowledge (AK) Home City: Avenger knows The City so well they can tell where to go and how to get there.
Combat Skill Levels: Avenger is trained in Hand-to-Hand Combat, with 2 levels in it for OCV or DCV
Climbing: Avenger can scale challenging walls, trees, and other surfaces.
Lockpicking: The skill to open locks without a proper key or code.
Martial Arts: Avenger knows Karate. Maneuvers marked ** do –2d6 damage w/o the shield
Oratory: The skill to make stirring, effective speeches to sway a crowd or communicate effectively to them.
Paramedics: Avenger is skilled at first aid and first response critical medical treatments in the field.
Professional Skill (PS) Private Detective: Avenger is a private investigator and is skilled in surveillance, fact-finding, investigation,
gathering evidence, and preparing a profile on a target.
Streetwise: Avenger has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go in
the seamier side of civilization.
AVENGER has some protection from mental attacks, but not a lot. With all the skill levels and various kinds of attacks,
Avenger can carry out some impressive Combined and Multiple attacks, but watch the END cost build up and be aware of
the ½DCV penalty for Multiple Attacks.
5 MANEUVER TIME OCV DCV EFFECT
Dr NOPE Punch ½ 6 8 6d6 PD normal melee attack
Toxic Punch ½ 6 8 5d6 NND melee attack
CHAR SCORE ROLL LIFT
STR 30 15- 3200kg
DEX 24 14-
MOVEMENT
OCV 6 4
RUN: 15m JUMP: 30m OTHER: --
DCV 8 5
OMCV 3 6 ABILITIES
DMCV 5 7 ABILITIES
PD 15 8 NAME EFFECT/ROLL NAME EFFECT/ROLL
ED 15 9 Acrobatics 13- Sec Systems 11-
SPEED 5 10 Breakfall 13- Stealth 14-
BODY 15 PER ROLL Concealment 12- Roar +15 Presence for offense
DR NOPE is fast and accurate, which makes them a good candidate for multiple Attacks, but be cautious of that ½ DCV
penalty, because this character relies on not being hit for defenses.
LIONHEART
Cat’s Eyes: Like a cat, Lionheart can see comfortably in anything but absolute darkness.
Claws: Lionheart can also use their claws for much more damage, 3d6 physical HKA with all their strength.
Roar: Lionheart can roar for +15 PRE (40 PRE total) if used in a presence attack. This cannot include any sort of words or
commentary, its just a very intimidating roar
Tough Hide: Lionheart has very tough skin, able to resist most small arms fire.
Acrobatics: With a roll, Lionheart can perform flips, jumps, and rolls like a circus acrobat. This lets Lionheart do spectacu-
lar feats like leap from a moving car onto another one, bounce off awnings, swing from tree limbs to land behind some-
one, and so on.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Lion-
heart takes half damage from falls.
Combat Skill Levels: Lionheart is incredibly skilled in melee combat, with 3 skill levels to use for OCV or DCV.
Computer Programming: The skill to create, modify, and identify computer programs and app designs. This skill can be
used to “hack” into computers, break computer security, and find files that are hidden or protected on a system.
Concealment: Lionheart is able to hide themselves or objects so that they are more difficult to spot and discover with a
perception roll.
Martial Arts: Lionheart is a very skilled martial artist with multiple combat maneuvers.
Professional Skill (PS) IT Tech: When not in cat form, Lionheart is an information technology expert who works at a
major corporation on internet security, data storage, and maintenance of a computer and internet network.
Security Systems: Lionheart is an expert at installing, maintaining, and bypassing security systems, cameras, sensors,
and similar technology.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Lion-
heart is doing.
LIONHEART has a bit of protection from mental attacks, but can be in danger from a powerful mentalist. With as tough as
Lionheart is, and their REC, taking a hit after using Multiple Attacks might be a chance worth taking.
5 MANEUVER TIME OCV DCV EFFECT
MOMENTUM Punch
Speed Punch
½
½
6
6
6
6
3d6 normal PD melee damage
7d6 normal PD melee damage
CHAR SCORE ROLL LIFT Crowd Punch ½ 6 6 5d6 normal PD AE 8m Radius accurate
STR 15 200 kg Wrap Up ½ 6 6 5d6 Entangle, 5 rPD, 5 rED
DEX 27 DEFENSES
CON 13 SPEED PD: 6/16 rPD: 0/10 ED: 6/16 rED: 0/10 MD: 0
INT 10 1 MOVEMENT
EGO 11 2 RUN: 30m JUMP: 4m OTHER: --
PRE 10 3
ACT ON CIRCLED NUMBERS
ABILITIES
OCV 6 4 NAME EFFECT/ROLL END
OCV 5 4 ABILITIES
DCV 4 5 NAME EFFECT/ROLL NAME EFFECT/ROLL
OMCV 4 6 Charm 11- Crimson Shield* 10 rPD, 15 rED (4 END to start)
DMCV 5 7
Combat Skill +2 with Magic Eyeblight* Flash 7d6 AE 1m radius (4 END)
PD 4 8
Conversation 11- Fireball* 6d6 ED AE 8m radius (4 END)
ED 7 9
Persuasion 11- Lightning Bolt* 9d6 ED Blast +3 OCV (4 END)
SPEED 4 10
PS: Researcher 13- Mind Reading* 10d6 Telepathy (5 END)
REC 8 11
Sleight of Hand 12- Ribbons of Mana* Entangle 2d6, 6 PD, 6 ED (5 END)
END 30 12
Mind Whispers Mind Link 8 minds Stun Mind* Mind Blast 5d6 (5 END)
BODY 10 PER ROLL
STUN 25 13- Wand of Mana ½ END Cost for * powers
MOMENTUM
Crowd Punch: Momentum can run about hitting everyone in an 8m radius area for 5d6, but only hitting who they wish to and
choose to. A normal attack roll with OCV vs DCV has to be made on each individual target (but END is only paid once for the
attack).*
Speed Punch: By moving very rapidly, Momentum can hit even harder, for 6d6 physical hand-to-hand damage.*
Wrap Up: Using whatever is useful nearby (rope, cloth, chains, tarps, etc), Momentum wraps the target up with an Entangle. If
Momentum cannot find any useful nearby material (within a 15m half move), then this attack may not be used.*
*These abilities may only be used one at a time
Fast Metabolism: Super healing lets Momentum heal 1 body per minute rather than REC per month as usual.
Run on Walls: As long as they make at least a half move that phase, Momentum can run on any solid surface (not water, but
ceilings, walls, etc).
Speed Dodge: Momentum gains +10 rRP and rED against attacks they are aware of.
Tireless Running: Momentum spends no Endurance to run.
Charm: Momentum is winning and charismatic, able to win people over with their personality and wit. This skill can be used to
learn things, get people to do what Momentum wants, or simply gain a better relationship with someone.
Combat Skill Levels: Momentum is very skilled with Move By Attacks, with 3 skill levels in that maneuver only.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Momentum de-
sires.
Cramming: Momentum is able to study very quickly to learn the basics on a topic, gaining an 8- roll on any one subject in
minutes.
High Society: Momentum is comfortable moving in and dealing with the very wealthy and upper-class culture without embarrass-
ing faux pas and looking foolish.
Persuasion: The ability to convince people to Momentum’s perspective or convince them of a lie.
Professional Skill (PS) Trust Fund Baby: Momentum is very wealthy and lives life skillfully off of a huge inheritance.
MOMENTUM’S incredible speed and agility might make the DCV penalty for a multiple attack irrelevant. There’s a good chance this
character will move again before anyone attacks anyway. Although its not in the base combat maneuvers, Momentum can still
do effective Move By attacks, especially when combined with Crowd Punch and Multiple Attacks. Although its good to be cau-
tious with END use, this can allow Momentum to hit many, many times in a single phase. Momentum’s skill with Move By makes
it a great “speedster” trick to dash past multiple targets striking them all, and the 30m movement speed adds 3d6 to each
punch. With this, Momentum can hit an entire crowd for 4½d6 each.
SPELLBINDER
Crimson Shield: With this magic, Spellbinder gains +10 PD and +10 ED. It shuts off if Spellbinder is knocked out or stunned. Crimson
Shield costs 3 END to start up, but nothing to maintain*
Eyeblight: A blinding flash of light in an area 3m across.*
Fireball: A huge blast of fire, 17m across that damages all within*
Lightning Bolt: A magical spell which deals 9d6 energy damage at range, and is extremely accurate*
Mind Reading: Spellbinder can read minds, rolling 10d6 to determine the effect. This targets DMCV using Spellbinder’s OMCV.*
Ribbons of Mana: Entangles the target, but also covers their eyes, blinding them.*
Stun Mind: a 5d6 Mind Blast, using OMCV to target DMCV*
*Each of these powers may only be used one at a time. Spellbinder’s Wand is an OAF that makes any spell marked this way cost ½
the listed END (END cost of each spell becomes 2).
Mind Whispers: Spellbinder can choose 8 related, similar minds (like a superhero group or family) and connect them to mentally com-
municate. Mind Whispers costs 8 END to start but none to maintain.
Strong Will: Spellbinder has high mental defense due to extensive mystical training and an iron will.
Teleport: Spellbinder can magically disappear, reappearing instantly in another location, up to 20m distant. This must be a spot that
Spellbinder can see, or knows very well (like the inside of their car).
Hover: Spellbinder can fly up to 5m per phase, costing no END to use.
Charm: Spellbinder is winning and charismatic, able to win people over with their personality and wit. This skill can be used to learn
things, get people to do what Spellbinder wants, or simply gain a better relationship with someone.
Combat Skill Levels: When attacking with magic, Spellbinder has +2 Combat Skill Levels for OCV or DCV
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Spellbinder desires.
Persuasion: The ability to convince people to Spellbinder’s perspective or convince them of a lie.
Professional Skill (PS) Researcher: Spellbinder is a professional researcher, skilled at finding information and digging up obscure data
for authors, students, and others.
Sleight of Hand: The ability to palm items, fool the eye, perform mundane magic tricks, and manipulate objects in a manner that keeps
observers from knowing what Spellbinder is doing.
SPELLBINDER has many different attacks, but can only use them one at a time so they aren’t as useful for multiple or combined attacks.
However, the Stun Mind hits pretty hard and few targets have Mental Defense. This is a good option especially against very tough
foes. With the Flash, Mind Reading, and Ribbons of Mana, Spellbinder can make a significant difference to the battlefield.
5 MANEUVER TIME OCV DCV EFFECT
STARBLAZE Punch ½ 6 6 2d6 PD melee attack
Star Blast ½ 6 6 9d6 ED ranged attack
CHAR SCORE ROLL LIFT
Star Blaze ½ 6 6 7d6 ED ranged attack AE radius 4m
STR 10 11- 100 kg
Star Fire ½ 6 6 2d6+1 ED RKA ranged attack
DEX 23 14-
Star Burst ½ 6 6 6d6 Sight Flash AE radius 8m
CON 15 12- SPEED
DEFENSES
INT 10 11- 1
PD: 18 rPD: 10 ED: 27 rED: 15 MD: 0
EGO 11 11- 2
MOVEMENT
PRE 10 11- 3
ACT ON CIRCLED NUMBERS
DCV 6 5 MOVEMENT
OMCV 3 6 RUN: 20m JUMP: 7m SWING: 24m GLIDE: 10m
DMCV 5 7 ABILITIES
PD 8 8 NAME EFFECT/ROLL NAME EFFECT/ROLL
AK: The City 13- Breakfall 13-
ED 6 9
Concealment 14- Deduction 14-
SPEED 8 10 Lockpicking 13- Persuasion 11-
REC 8 11 PS: Model 11- Sec Systems 14-
Shadowing 13- Stealth 14-
END 30 12
Streetwise 11- Blackout Bomb 8m darkness, 4 charges
BODY 14 PER ROLL
Visor Nightvision Body Armor 8 rPD, 8 rED
STUN 35 13- Grapnel Gun Swinging 24m (2 END) Staff Adds 2d6 to attacks, costs 0 END
STARBLAZE
Star Blast: Starblaze blasts a target with heat and light dealing 9d6 normal energy damage, at range*
Star Blaze: An explosion of stellar energy in a 4m radius*
Star Burst: A burst of sudden blinding light in an 8m radius*
Star Fire: This attack deals serious lethal damage and is best used against inanimate objects or robots.*
Star Light: Starblaze can create light in a 12m radius around them.
Star Vision: Starblaze can see into the Infrared and Ultraviolet spectrum, seeing heat and into utter darkness with perfect
clarity. Their ability to see into the extra spectrum gives Starblaze some defense against flash attacks
*These abilities may only be used one at a time
Flight: Starblaze can fly up to 25m per phase, instead of run or jump.
Bureaucratics: Starblaze is skilled at moving in the business world and with bureaucrats, knowing how to interact with and
obtain information or access in business and politics.
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Starblaze
desires.
Persuasion: The ability to convince people to Starblaze’s perspective or convince them of a lie.
Paramedics: Starblaze is skilled at first aid and first response critical medical treatments in the field.
Professional Skill (PS) Nurse: Starblaze is a skilled medical nurse and works as a personal nurse for hire to specific cli-
ents.
STARBLAZE can only use their attacks one at a time, so they aren’t useful in Combined or Multiple attacks.
STREET KNIGHT
Blackout Bombs: Street Knight has four grenades that create a smoky area that blocks normal sight but does not affect IR, UV, or
Nightvision. Once a grenade is used, it is gone for this chapter, and each is an OAF. Everyone in the Darkness is considered Flashed
unless they have IR, UV, or Nightvision, or until they leave the area. The Darkness from each grenade lasts 1 turn.
Body Armor: Street Knight’s costume is armored for 10 rPD, 10 rED.
Glide: Built into Street Knight’s costume is a glider array, allowing them to not exactly fly, but safely descend and move. While in the air,
Street Knight must drop 2m per Phase to maintain their forward Gliding velocity. Gliding cannot be used to gain altitude, only fall safely
and move forward up to 12m per phase.
Grapnel Gun: Street Knight can use a grapnel gun to attach a line to any surface and swing from it at great speed, moving up to 20m
per phase. The grapnel can reel Street Knight up to the point of attachment at 10m per phase.
Visor: Lenses built into Street Knight’s visor grant clear vision in all but total darkness
Area Knowledge (AK) The City: Street Knight knows The City so well that they can tell where to go and how to get there.
Breakfall: The ability to land safely and roll so as to take less damage from falling and similar impacts. With a roll, Street Knight takes
half damage from falls.
Concealment: Street Knight is able to hide themselves or objects so that they are more difficult to spot and discover with a perception
roll.
Deduction: The ability to combine small details and bits of apparently unrelated information to the only reasonable conclusion, often
surprising others with the speed and accuracy of the deduction.
Lockpicking: The skill to open locks without a proper key or code.
Martial Arts: Street Knight is very skilled in martial arts.
Persuasion: The ability to convince people to Street Knight’s perspective or convince them of a lie.
Professional Skill (PS) Instagram Model: Street Knight is an internet model of great attractiveness, making money by going places
and being photographed and filmed.
Security Systems: Street Knight is an expert at installing, maintaining, and bypassing security systems, cameras, sensors, and similar
technology.
Shadowing: The skill to follow someone and keep track of them without being noticed.
Stealth: The skill at moving and acting in a covert manner so as to not be noticed or avoid drawing attention to what Street Knight is
doing.
Streetwise: Street Knight has knowledge of the streets and crime. They can find fences, black markets, who to talk to, and where to go
in the seamier side of civilization.
STREET KNIGHT’S combat skill and martial arts allow for some very spectacular Combined Attacks, like an array or special Combo maneu-
ver hitting with Fast Strike, Punch, and ending with Choke Hold or Shove, using the staff for an impressive display.
5 MANEUVER TIME OCV DCV EFFECT
TROOPER Punch ½ 6 5 4d6 normal PD melee damage
Pulse Bolts ½ 8 5 9d6 normal ED ranged damage
CHAR SCORE ROLL LIFT
Rockets ½ 6 5 8d6 normal ED ranged AE radius (4m)
STR 20 13- 800kg
DEFENSES
DEX 18 13-
PD: 20 rPD: 14 ED: 20 rED: 15 MD: 0
CON 15 12- SPEED
MOVEMENT
INT 18 13- 1
RUN: 18m JUMP: 8m FLIGHT: 18m
EGO 10 11- 2
PRE 13 12- 3 ABILITIES
ACT ON CIRCLED NUMBERS
PRE 30 15- 3
ACT ON CIRCLED NUMBERS
ABILITIES
OCV 5 4
NAME EFFECT/ROLL END
DCV 4 5
Combat Skill Levels +2 with hammer
OMCV 3 6
Conversation 11-
DMCV 5 7
Persuasion 11-
PD 15 8
PS: Blacksmith 11-
ED 18 9
Fire Resistant +10 ED vs Fire Only* --
SPEED 4 10
Flame Gout 6d6 normal ED ranged damage 3
REC 12 11
END 45 12 Hammer 10d6 Normal PD melee attack 5
TROOPER’S attacks can be used at will, so they can launch a rocket and Pulse Bolts at any target at the same time. In real
need, they can expend the entire rocket pod at once at an area dealing eight explosions at once, hitting everything in the
area… but at ½ DCV and at a significant OCV penalty, high enough that some rockets are likely to go astray.
VULCAN
Hammer: Wielding the smithing hammer, Vulcan hits for 10d6 normal physical damage in hand to hand.
Hammer Repair: Using their hammer, Vulcan can repair anything smaller than a minivan, with a few blows. As long as
the object is not utterly destroyed, Vulcan can fix it.
Fire Resistant: Vulcan is unharmed by extremes of heat, and has +r10 ED, only vs fire and heat damage.
Flame Gout: Vulcan can cause their hammer to gush with forge fires, dealing 6d6 normal energy damage at short range,
up to 10m distant.
Planted: Vulcan is difficult to move if they choose to be, reducing any knockback by 6m.
Combat Skill Levels: Vulcan is skilled using their hammer in combat, with 2 levels for OCV or DCV
Conversation: The skill to extract information from people and direct conversation to topics and conclusions that Vulcan
desires.
Persuasion: The ability to convince people to Vulcan’s perspective or convince them of a lie
Professional Skill (PS) Blacksmith: Vulcan is a skilled blacksmith, able to smelt metal from ore and craft items out of
any metal.
VULCAN is very resistant to mental attacks, but does not have a lot of options for combined attacks. This character is tough
enough to take a fair number of hits, so the loss of DCV might not matter if they cut loose on several targets with Multiple
Attacks.